When I was just a wee lad it seemed
there was little thought as to what the difference was between
thematic or abstract board games. It felt like there were three kinds
of games. First was regular mass-marketed stuff that everyone had
like The Game of Life. Then there were those weird hobby games
your cousin from up north was into. You didn’t understand what a
Cosmic Encounter was but you were in no rush to have one.
Finally there were the old games, the standbys, classics like Chess,
Checkers and Backgammon. These were the sort of games
that relied on pure gameplay without the needless excess of an actual
setting. Lord knows why red and black circles wage diagonal jumpy
death on one another but that’s just the way it is.
In more recent years that first
category has been melting away, the second has risen to comfortable
prominence, and the third is being rebuilt with a new class of
strategic games that emphasize looks as well as brains. In this
beautiful sea of titles like Azul, Tak, and Reef
rests a popular title called Santorini, named after the Greek
seaside town. Just like any of those other titles the question arises
whether this is truly a new classic or just the current Kool-aid.
Let's find out.
Santorini is meant for two
players but has options for going all the way to four. Given that the
two person variation is the main mode of play that will form the
basis for the majority of our review, though I may touch on other
player-counts should life provide the experience (note: it hasn't).
Also of note is there are two primary versions of the game published
thus far, the first by Roxley seems to be somewhat better produced,
while the second edition published by Spin Master is the one most
players are likely to encounter and serves as the basis for this
review.
The basic game revolves around
two-players each having two little people inside of a five-by-five
grid. On your turn you move one of your wee workers to an adjacent
space in any eight directions and potentially up one level should
there be nearby construction. Following that move you then construct
a level of a building on a space neighboring that same figure. Should
a player prove unable to complete these basic steps they
automatically forfeit the game. The true goal of the game is to
construct a building that is 3-levels high and move a figure to that
height in order to win.
The height element is what sets
Santorini apart from other titles. Not only are you allowed to
build levels far beyond the one your figures currently stand on but
there's also the option of building a roof which seals that space
away from being used for anything. The tightrope of creating a level
three tower to move your figures onto while keeping your opponent at
bay never ceases to cause anxiety or difficult choices. In fact it
often stings when you have to place that curved dome on a tower you
spent so much time on in order to keep the other player from
snatching victory.
With just the base rules Santorini
is already an excellent abstract but it's the inclusion of the god
cards that really give it some longevity. This deck of forty gods
gives each player a unique power for that game. Sometimes these are
simple additions such as the option of building, moving, and building
again so long as that figure doesn't ascend a level. Other times the
cards create new victory conditions such as one that allows victory
if the player descends all the way to the ground from the second
floor of a building. A card like that requires the opponent to focus
much more on blocking maneuvers. Even better is when both powers
inadvertently create a theme such as one game where I could build
more quickly on the outer rim while my opponent could only win on the
inner-spaces.
As for the production the game is an
absolute beauty. The stark white building blocks combined with the
blue domes are beautiful to watch spring up across the board. Little
extra touches like the raised rocky cliff-side of the board also help
to elevate Santorini above the average abstract. The art on
god cards and the like is the sort of clean yet cartoonish material
often seen in mobile apps. It's attractive enough and universally
appealing without becoming bland.
So far Santorini sounds like a
perfect game for just about anyone but that's not totally the case.
Let's be honest and acknowledge that not everyone enjoys this style
of game, and this one isn't so different as to change minds on the
matter. My first few playthrough were with my sister who largely
dislikes abstract titles and while she didn't hate the experience she
wasn't excited to dive back in either. Part of that comes down to the
fact that for all of the warm and sunny presentation this is still
very much a cold and calculating abstract. Titles like Azul
can appeal to a wider audience thanks to gameplay systems that
incorporate a bit more social interaction, the method of collecting
tiles for example which sometimes results in happy accidents in
tandem with luck of the draw. Santorini still flows like a
game of Chess or Checkers with players working one move
at a time towards their opponents downfall. And as with any abstract
strategy game this one favors players with a certain skill-set. In
this case victory is often decided by whomever has the best spacial
reasoning. For a player such as myself this means I adore every round
of play. On the flipside a friend who had wanted to buy the game
began to sour after I clobbered them a good five times in a row. It
can easily be played by anyone but those of you who stink at say
organizing a room might find yourselves on the losing end more often
than not. That's part and parcel for this genre however and the god
cards do help to mitigate this factor but it's still something
prospective buyers should know in advance.
Outside of that there are two irksome
elements of production. One is the rulebook. While the core rules are
explained wonderfully with visual accompaniment the god cards aren't
always so clear. I've actually tossed out randomly drawn powers on
occasion as neither I nor my opponent knew what to make of them. So
common was this problem that the publisher has released videos to
explain different god powers in full. A much smaller problem, and one
that possibly only effects yours truly is that, in a strange shift
from every other game on the market, the box is almost too small to
fit the components. Often after playing I need to remove some pieces
from their storage bags in order to smooth everything out and even
then there's likely one corner sticking up higher than the others.
For Someone with slight OCD it's worthy of an eye-twitch.
When working on this review I played a
game against myself in order to set up photo opportunities. Usually
such activity would be painfully dull yet I enjoy the game so much
that I actually had fun seeing how long I could keep going. That's
because Santorini was
practically tailored for someone like me who prefers their games to
be quick, efficient, and with a bit of beauty to spare. Certainly
it's a game that will find a happy home in many collections but that
doesn't mean it needs to be in everyone's collection. If you're the
kind who prefers wild games of luck or lengthy thematic adventures
you still may find something to like here. For those who can't stand
systematic showdowns that come down to one player being able to see a
few moves ahead the presentation isn't going to be enough to change
your mind. You'd be hard-pressed to argue that this is a bad game
though you could definitely make the point that is isn't the game for
you. That's the beauty of how large this hobby has become, you have
plenty of other choices. As for me; this is one of those keepers that
will stay in the collection for countless years to come.
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